Jump to content
  • 0
kechlion

Stuttering in the open world

Question

When in the open world just running around, I get some serious stuttering issues that appear to happen when a new cell loads. My FPS drops from rock solid 60 to as low as 20 on a cell load. I have double checked and I believe all of my settings are as recommended in the STEP Core guide. The mods I have installed are STEP Core with recommended texture qualities and additionally Ordinator, Wearable Lanterns, Rich Merchants, Grimy Plugin, SkyTweak, Weightless Ingrediants, 3DNPC, and Smart cast. My system specs are as follows: 

 

i7-5930k

Win 10 pro

16GB Ram

nVidia Titan X

Mods and Skyrim installed on two Samsung 850 Pros in a Raid 0.

 

I am running between the exit of Helgen caves and the Mill that's to the... west of it? Just running along the road. This is basically a new game.

 

I have changed enblocal to do windowed borderless (and not) and I have attempted to increase and decrease ReservedMemorySizeMb with no appreciable results. I'm attaching a screenshot of performance monitor with 512MB reserved memory.

 

My enblocal.ini is also attached.

 

Any help is greatly appreciated. My primary goal is to run skyrim at a rock solid 60 fps at all times. Huge performance swings really grate on me.

 

Thanks!

 

 

 

post-6114-0-00825000-1502227776_thumb.jpeg

enblocal.ini

Share this post


Link to post
Share on other sites

Recommended Posts

  • 0

Ok, I have found that G-Sync needs to be turned off for Fallout 4 and I guess Skyrim also. These games do not benefit from the G-Sync technology. They need a rock steady 60FPS to function properly. The following should help.

 

Go into the Nvidia control panel and set the “Monitor technology†to “Fixed refresh†and under “Preferred refresh rate (Monitor name)â€, set that to “Application-controlled†and set “Vertical Sync†to “Onâ€.

 

Those items can also be changed in Nvidia inspector under the 2- Sync and refresh section.

  • In this section, I have the “Frame Rate Limiter†set to off, but it can be set to around the 61.8 or 62.8 if needed.
  • The “G-Sync – application Mode’ needs to be set to “Offâ€.
  • The “Monitor technology†is “GSYNC – Application stateâ€, set it to “Fixed Refresh Rate.
  • The “Preferred refresh rate (Monitor name)†correlates to “Prefered Refresh Rateâ€, yes that is how it is spelled, set that to “Use the 3D application settingâ€.
  • You also need to change “Vertical Sync†to “Force ONâ€.
  • Change “Vertical Sync Tear Control†to “Standardâ€.

Also disable any Vsync and FPS limiters in ENB if you have it installed or any place for that matter.

These settings took care of my large stuttering in Fallout 4.

post-1366-0-17432700-1502246723_thumb.png

post-1366-0-88360700-1502246734_thumb.png

Share this post


Link to post
Share on other sites
  • 0

I turned GSYNC off and set it up to match your settings as best as I could, however my inspector pane does not look the same as yours. I did not have a 'G-Sync - application Mode' setting at all. I also disabled vsync in ENB.

 

This did not fix the issue, it appeared to run basically the exact same as before. Apparently I can't upload that performance monitor picture because of filesize, but if you want I can put it in the next post showing that the performance dips were the exact same.

post-6114-0-77531600-1502275295_thumb.jpg

Share this post


Link to post
Share on other sites
  • 0

Search for Nvidia profile inspector version 2.13. At some point the profile inspector split from the main application, my version is 1.9.7.8.

Share this post


Link to post
Share on other sites
  • 0

Either way though, turning off Gsync didn't fix the problem. Turned off in all of my available settings plus seeing my monitor's power light (changes to white if non-gsync) and still had the exact same issues. Any other suggestions? 

Share this post


Link to post
Share on other sites
  • 0

The game engine itself contributes some stuttering. I've noticed occasional stuttering as the game loads a new cell even when the CPU and RAM usage are low, and the graphics card (GTX 1080Ti) is at about 30% usage and the VRAM usage is 100s of MB  below 4Gb. It's most noticeable when I am going fast such as with horse travel.

Share this post


Link to post
Share on other sites
  • 0

Are there any mods from the STEP pack that I should turn off to avoid the stuttering? I mean, the game is gorgeous right now but I'd rather it look a bit worse than choke every time some trees load, especially when my system ought to be able to handle it.

Share this post


Link to post
Share on other sites
  • 0

For macrostutter problems the STEP guide also recommends uninstalling Skyrim Flora Overhaul - have you tried that?

Share this post


Link to post
Share on other sites
  • 0

I uninstalled Skyrim Flora Overhaul, redid LOOT, and redid the Bashed Patch and it did not appear to make any difference.

post-6114-0-79322900-1502447268_thumb.jpg

Share this post


Link to post
Share on other sites
  • 0

Try rerunning BethINI and setting the preset to the lowest setting - 'Poor'.

If that reduces stutter then it is an .ini file setting which is causing the problem.

Share this post


Link to post
Share on other sites
  • 0

I changed the BethINI settings to poor and, while it's not dropping by 20-40 frames when it stutters, it is still stuttering in roughly the same places for 5-10 frames, so the stutter is still there. Also, holy crap the draw distance with people just spawning in literally on top of me.

 

Also, Skyrim Performance Monitor link since I guess I'm hitting my cap on file size on the forum - https://imgur.com/a/GOvLK

Share this post


Link to post
Share on other sites
  • 0

Create a new profile, and untick all the STEP mods, so you just have vanilla Skyrim.

Test vanilla Skyrim to verify there is no stutter.

Then add back mods 5 or 10 at a time until you locate the mod which is causing stutter.

Share this post


Link to post
Share on other sites
  • 0

This probably isn't an issue, but your enblocal has two [Window] subsections, one turning off and the other turning on fullscreen borderless. Also the reserved memory in it is rather low at 128mb, have you tried increasing it to 256/512? In the first post you say you were using 512 but your enblocal says differently, so I am just seeking clarification. Also follow kabepo's suggestion and make sure this isn't an issue with vanilla skyrim.

 

Skyrim has never liked my pc either, so after suffering stuttering like you for multiple years I switched to SSE 2-3 months ago and haven't looked back, imho more stable (framerate and ctd wise) than skyrim ever was.

Edited by Nickd1291

Share this post


Link to post
Share on other sites
  • 0

This probably isn't an issue, but your enblocal has two [Window] subsections, one turning off and the other turning on fullscreen borderless. Also the reserved memory in it is rather low at 128mb, have you tried increasing it to 256/512? In the first post you say you were using 512 but your enblocal says differently, so I am just seeking clarification. Also follow kabepo's suggestion and make sure this isn't an issue with vanilla skyrim.

 

Skyrim has never liked my pc either, so after suffering stuttering like you for multiple years I switched to SSE 2-3 months ago and haven't looked back, imho more stable (framerate and ctd wise) than skyrim ever was.

Skip my entire first post as, I reread the original post and found that you had already done this. The second part of my first post is still applicable. Sorry I wasn't able to help.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By sheson
      This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation.
      This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already.
      Installation and Setup
      Download
      xLODGen beta 85 - based on 4.1.4
      Unzip into a dedicated folder outside of any game and Steam folders or special Windows folders like Program Files.
      (Pro users can merge with existing xEdit installation. Make sure to overwrite older LODGen.exe/LODGenx64.exe TexConv.exe/TexConvx64.exe in Edit Scripts. All other files with the same filenames are the same as the latest version of xEdit.)
      Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse
      Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder.
      Do not generate into any game or any mod manager folders.
      Requirements
      Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used.
      RTFM and Share Results
      See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread.
      See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems.
      These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited).
      However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options.
      I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably.
      That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now.
      Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order.
      The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations.
      Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation.
      First Time
      Here are suggestion to start without going crazy and that should be quick enough to generate:
      Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10.
      Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4).
      Use the max vertices setting only if you want to hard limit max file size.
      In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI
      Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings.
      To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc.
      Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work.
      Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition use BC7. Uncheck mipmaps, raise steepness and Bake normal maps.
      For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads.
      If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates.
      Questions and Feedback
      Obliviously anything related to terrain LOD should be posted in this thread.
      Posts related to Occlusion should be made here.
      Recommended Optionals
      TES5-Terrain-Tamriel.esm (Mega), SSE-Terrain-Tamriel.esm (Mega)
      TES5-Terrain-Tamriel-Extend.esm (Mega), SSE-Terrain-Tamriel-Extend.esm (Mega) - These extend the sea of ghost further to the north (see screenshots)
      SSE-Terrain-Tamriel-Full-Extend.esm (Mega) - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors.
      Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.
      Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence.
      Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells.
      Noise
      Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE
      Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation.
      Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on.
      Test-Terrain-Tamriel.7z
      For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
    • By se7enex
      Lucas Simms himself is missing his arms. I can see his gloves but his actual arms are invisible. I can't even begin to imagine what the fluff could be causing that. I did have issues with .32 and Mausers having big red exclamation marks but that's because it REQUIRES (listed in mod guide as optional) the individual weapon remakes. 

      Springvale Sewers, a AWOP location crashes consistently when I try to enter it. 

       
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.